Guys, I am SICK of poison dmg suggestions. It was never a good idea to start with and it will never be a good idea unless ZoS brings a complete weapon line based on poison dmg (melee) or makes the poison status something way more useful that a couple of ticks (disease dmg gives minor defile, frost minor maim and shock minor vulner, not to mention bleeds that go through mitigation). Burning status is better than the poison status, and burning is crap. So ZoS gave DKs not only the worst passives in the game, but also the 2 worst dmg elements that bring nothing to the table. Maybe they have done sometghing with combustion, related to regain resources when the status is up, but with a 5 secs CD is little what they can help.
So, what would I do to make those statuses useful for DKs? I would simple make them a little bit stronger (50%), while reworking WiR: Poison and dmg status increase their dmg up to a 300% while effecting enemies under the 50% health
That's WORLD IN RUIN, that's a dot, that's the execute DKs should have... and that makes the charged trait a desirable trait for DKs
Savos_Saren wrote: »All right. Getting back on point here.
Stamina DK suggestions:
-Make Choking Talons poison damage (so it can benefit from World in Ruin passive)
-Make Deep Breath poison damage (so it can benefit from World in Ruin passive)
-Change Venomous Claw to minor vulnerability (to one target at a time) instead of the DOT increase (because see below)
Magicka DK suggestions:
-Make Stone Giant flame damage
-Change Volatile armor damage return to flame damage instead of magic damage
-Change Empowering Chains from empower to minor berserk on the next attack
Suggestions that effect both Stam and Mag DK:
-Give Reflective Scale a 1.5 second snare immunity
-Change Elder Dragon to max health vs health recovery
-Revert Flames of Oblivion back to its old style and scale off higher resource (so it does AOE poison or flames)
-Convert Warmth to 10/20 vice 15/30 and add "Damage Over Time increases by 10% every 2sec for enemies below 50% health"
Toc de Malsvi wrote: »Pain point, Igneous Weapons. It only affects 6 people, it costs half my magicka pool, the players that could use it are missing so many light attacks that it isn't changing much, the other players just don't need it. I want major brut but this skill is not good.
Stamina Whip please! Dizzy swing as a spammable sucks!
Savos_Saren wrote: »All right. Getting back on point here.
Stamina DK suggestions:
-Make Choking Talons poison damage (so it can benefit from World in Ruin passive)
-Make Deep Breath poison damage (so it can benefit from World in Ruin passive)
-Change Venomous Claw to minor vulnerability (to one target at a time) instead of the DOT increase (because see below)
Magicka DK suggestions:
-Make Stone Giant flame damage
-Change Volatile armor damage return to flame damage instead of magic damage
-Change Empowering Chains from empower to minor berserk on the next attack
Suggestions that effect both Stam and Mag DK:
-Give Reflective Scale a 1.5 second snare immunity
-Change Elder Dragon to max health vs health recovery
-Revert Flames of Oblivion back to its old style and scale off higher resource (so it does AOE poison or flames)
-Convert Warmth to 10/20 vice 15/30 and add "Damage Over Time increases by 10% every 2sec for enemies below 50% health"
Alpha-Lupi wrote: »Two Pain points.
- With spiked armour: activating it grants major ward and major resolve for the duration while also dealing magic damage to direct damage attackers, make the magic damage return a slotted bonus instead of working while active as the damage dealt from it when being hit by a direct damage attack is very small and in a way, kind of underwhelming, even more in PvE, either that or improve the magic damage done to allow this move to be more viable for Tank builds Overall.
- World in Ruin: Instead of Increasing the damage of Poison & Flame AoE abilities by 3/6%, Make it Identical to the Sorcerers Implosion Passive but with greater orientation around flame and poison damage, idea below:
Volatile Malignance(1/2 & 2/2): When you deal Flame Damage, you have a 3%/6% chance to Incinerate enemies under 30% Health, dealing 4372 Flame Damage over 4 seconds, Occurring once every 4 seconds per enemy. When you deal Poison Damage, you have a 3%/6% chance to Liquify enemies under 30% Health, dealing 5872 Poison Damage over 6 seconds, Occurring once every 6 seconds per enemy.
Those are my thoughts for these two pain points regarding spiked armour and world in ruin.
Alpha-Lupi wrote: »Two Pain points.
- With spiked armour: activating it grants major ward and major resolve for the duration while also dealing magic damage to direct damage attackers, make the magic damage return a slotted bonus instead of working while active as the damage dealt from it when being hit by a direct damage attack is very small and in a way, kind of underwhelming, even more in PvE, either that or improve the magic damage done to allow this move to be more viable for Tank builds Overall.
- World in Ruin: Instead of Increasing the damage of Poison & Flame AoE abilities by 3/6%, Make it Identical to the Sorcerers Implosion Passive but with greater orientation around flame and poison damage, idea below:
Volatile Malignance(1/2 & 2/2): When you deal Flame Damage, you have a 3%/6% chance to Incinerate enemies under 30% Health, dealing 4372 Flame Damage over 4 seconds, Occurring once every 4 seconds per enemy. When you deal Poison Damage, you have a 3%/6% chance to Liquify enemies under 30% Health, dealing 5872 Poison Damage over 6 seconds, Occurring once every 6 seconds per enemy.
Those are my thoughts for these two pain points regarding spiked armour and world in ruin.
Alpha-Lupi wrote: »Two Pain points.
- With spiked armour: activating it grants major ward and major resolve for the duration while also dealing magic damage to direct damage attackers, make the magic damage return a slotted bonus instead of working while active as the damage dealt from it when being hit by a direct damage attack is very small and in a way, kind of underwhelming, even more in PvE, either that or improve the magic damage done to allow this move to be more viable for Tank builds Overall.
- World in Ruin: Instead of Increasing the damage of Poison & Flame AoE abilities by 3/6%, Make it Identical to the Sorcerers Implosion Passive but with greater orientation around flame and poison damage, idea below:
Volatile Malignance(1/2 & 2/2): When you deal Flame Damage, you have a 3%/6% chance to Incinerate enemies under 30% Health, dealing 4372 Flame Damage over 4 seconds, Occurring once every 4 seconds per enemy. When you deal Poison Damage, you have a 3%/6% chance to Liquify enemies under 30% Health, dealing 5872 Poison Damage over 6 seconds, Occurring once every 6 seconds per enemy.
Those are my thoughts for these two pain points regarding spiked armour and world in ruin.
Siliziumdioxid wrote: »why does battle roar not work with Undo?
Savos_Saren wrote: »So- a few class changes are coming in for the next PTS. Anyone want to take a guess what ZOS has in store for us? I'm hoping for:
-Poison Choking Talons
-Poison Deep Breath
(This way, Stam DKs would finally get some decent use out of World In Ruin and some more class skill options!)
-Fire Stone Giant (Magma Fist?)
-Empowering Chains to give minor protection (Since you're pulling yourself into a crowd to get major expedition!)
A rework of both stam/mag regen.
(And, for our never-gonna-happen wishes of oldschool Flames of Oblivion (based off highest stam/mag pool), stamwhip, and mDK execute!)
Savos_Saren wrote: »@Ragnarock41
True- but I did see a lot of stamDKs asking for more stamina-based morphs to give them more "class identity". Just pitching out ideas.
Harbinger_GR wrote: »Being a newcomer to this game (~2 months) I picked stam DK as my first char. I don't regret it but I'm truly baffled by not having a class spammable. Seems like such a major oversight, even an intern would implement one.
So yeah, if it was up to me I'd like to see 2 changes
1. Stamwhip
2. Molten Armaments, major brutality please. In general molten weapons should have igneous weapons as a magicka buff (dps + heal) and molten armaments should be the stam one. I think that heavy attack damage buff could also be buffed furthermore to make heavy rotation viable. This way DK could have the heavy attack class identity. Big slow hits compared to stamblade which thematically fits light attacks. We're knights after all, not rogues.
P.S. Goes without saying that world in ruin is super underwhelming as is.
Savos_Saren wrote: »Well, I appreciate the buff to Wings... but nothing really seems significant. I think the Fiery Breath buff was more intended for PVE.
I do think, however, the new set (Balorgh) might be beneficial to StamDKs. Take Flight into a crowd and spam your execute. (250 more weapon damage to your executes).
Some testing on the pts with the new 'buff' to noxious breath:
i used a high Damage build (38k stam 7.5k wpndmg) and my noxious breath dot hits for the following numbers on a target Skeleton:
Without Points into World in Ruins: 2786 and 4513!
With World in Ruins: 2917 and 4725!
1. that's only an increase of 4.7% (diminishing Returns i guess)
2. if we look at that buff in pvp on an unplayable, unuseable build that's only specced into Damage the Damage increase in pvp will be less than 100 Damage, freaking 100 Damage per tick that's not a buff that's a slap to the face for everyone hoping to see a buff